Monday, 22 March 2010

Review: Macao:: Macao Review

Review: Macao:: Macao Review: "

by greglios


Macao





Overview:

Macao is a resource management/development game for 2-4 players. Each player scores points by delivering goods to different ports, paying gold as a tribute, by activating cards and by claiming ownership of different quarters of the city. The player with the most points at the end is the winner. The game plays in approximately 2 hours.



Components:

The components of the game are of good quality, in line with all the other Alea big box games such as Puerto Rico, Princes of Florence, etc. Each player has a tableau and a wind rose, as well as a wooden ship token, wooden scoring tokens and cardboard ownership tokens. There are also 6 coloured wooden dice, a bunch of cardboard goods and gold tokens, lots of wooden cubes in 6 colours, and two decks of cards. The cards are small but of good stock and more than adequate for the purposes of the game.



Rules:

As with previous Alea games the rulebook is well written, with a summary of each section alongside the main rules. The rules themselves are not too complex and can certainly be picked up within a round or two of playing. The cards themselves are not explained individually in the rulebook, however, and there seems to have been some problem with some of the translation from the original German. Some of the cards are not 100% clear on what they do and whether they can be used more than once per round, etc. I had to check Boardgamegeek to get rulings on some of them.



Gameplay:

The game is played over 12 rounds and this is easy to keep track of as there are cards placed along the side of the board and each round some of them are removed, indicating which round is being played.



At the start of the game each player chooses a card from a random selection of 6 and places it in their tableau. The tableaus all have space for five cards. Players also choose a cube to place next to the number one spot of their wind rose, and two cubes to place next to the number two spot. The 24 office cards are shuffled and two placed next to each of the twelve round spaces on the edge of the board. Turn order is determined randomly at the start of the game and afterwards is determined by the order of the players tokens on the ‘wall’ track.



Each round then proceeds as follows:



1) The two office cards for the current round are placed face up, along with four cards from the person/building deck. The totals are added from the bottom of the cards and the tribute table adjusted accordingly. Then in turn order the players must each choose one card and add it to their tableau. If a player already has five cards in their tableau they must discard either the new card or one already on the tableau and take a punishment marker (-3 victory points at game end).



2) The designated dice roller rolls all six dice and then arranges them into groups with the same number of pips. Each player then chooses two of the dice, takes the number of cubes equal to the pips on the dice they chose and in the colour of the dice they chose and places them next to the same number on their wind rose. For example, if I choose the black die and it shows a four then I take four black cubes and place them next to the four on my wind rose. Players may choose a die that another player has chosen.



3) Players then rotate their wind rose clockwise and take the cubes that the arrow now points to. If a player has no cubes they take a punishment marker.



4) In turn order each player then spends their cubes performing some or all of the actions described below.



Actions:



a) Once per round a player may take ownership of a city quarter. Each city quarter has a cost in cubes associated which the player must pay to the bank. Then the player takes whatever goods token is on the city quarter and places one of their ownership markers on instead.



b) Once per round a player may advance their turn order marker along the wall track. Moving one space costs any one cube, moving additional spaces costs any further two cubes per space. Thus moving three spaces would cost five cubes (1+2+2). If landing on the same space as another player the current player puts their marker on top. Turn order goes from the top down for markers on the same space.



c) Once per round a player may pay the appropriate amount of gold to earn the specified amount of victory points according to the tribute table.



d) As many times as they would like and can afford, a player may move their ship one space along the sea track by spending any cube. Ports count as a space but a player may deliver a goods token to the appropriate port (and gain the victory points immediately) without spending any cubes, if they are on the port space.



e) As many times as they would like and can afford, a player may activate a card in their tableau by paying the appropriate cost in cubes, as specified on the card. The player moves the card off the tableau and it is immediately ready to be used. Each card indicates when it can be used and how often. Players may use the abilities of their activated cards whenever it is appropriate.



Any cubes not spent during the action phase are lost and cannot be carried over to subsequent turns. Each round continues in the same way, with players following the four steps above. At the end of the 12th round player score bonus victory points for any cards that specify they give points at game end, as well as two points per city quarter in the player’s largest connected group of city quarters. Any inactivated cards on the player’s tableau at game end earns a punishment marker (-3 points). The player with the most points wins.



Review of game play:



The set up for the game is quite straightforward, as are items 1-3 above. Time and thought needs to go into the decisions of what card to take and what cubes to take but the actual implementation is easy. For the early rounds spending the cubes on taking actions is also fairly straightforward as you don’t usually have many cubes until some of the later rounds. Later on it can be a bit trickier to decide how best to spend the cubes. Do I take ownership of a particular city quarter now to make sure I get it, or do I advance on the turn order track to try to make sure I get the best choice of cards next round? Do I move my ship or cash in a cube for gold using a building in order to pay on the tribute table?



The different actions are all straightforward and so the time taken in this game is all about the thinking time of the best decision to make. Often these aren’t influenced by the other players but occasionally you have to change your plans due to a previous player taking the city quarter you were after or moving ahead on the turn order track, forcing you to try to keep up.



The fact that you can’t hold cubes over from turn to turn, have to take a card each turn, score negative points if you don’t activate cards throughout the game or don’t have cubes on any given round, all mean that you are forced to plan ahead and sometimes take cubes you otherwise wouldn’t have chosen. You need to think about the long term but cannot completely forget about the short term. Likewise if you only think about the short term then you are unlikely to do well in future rounds.



Overall:



This game has a good mix of strategy and luck. There is obviously a fair amount of luck in the card deck and also in the dice, but every player is in the same situation with the same options. It’s quite tough, to begin with, trying to plan so far ahead. The better cards in the game have a more difficult cost to pay, so a player has to make a choice between playing it safe or taking a few risks. A risk that pays off is often the key to victory as some of the cards can be quite powerful if you manage to get them out early enough, or get a good combination of cards out. There are ways to mitigate the luck by use of some of the cards or taking joker tokens from some of the city quarters, so to me it felt like the luck was just about the right amount. It offers variation in the game without dominating and making it into a random game where skill goes unrewarded.



My biggest gripe with the game is that some of the cards aren’t as clear as they could be, but overall I find this to be an interesting and intriguing game that offers some good strategic and tactical decisions.



Scores:



Components: 8/10

Rules: 9/10

Gameplay: 9/10

Fun: 8/10

Overall: 8.5/10

"

Review: Basari:: First Impressions - Basari (or Gem-Collecting Joy in 30 Minutes)

Review: Basari:: First Impressions - Basari (or Gem-Collecting Joy in 30 Minutes): "

by SlikkRikk


BASARI



I am a big believer in the 'discount buy' as it pertains to board gaming. If there is a game that is getting sold for $10 or under, and it has the SLIGHTEST appeal to me, it is mine baby! The thought process is that you could get a steal of a deal -- and if you don't, you'll most likely get your money back in some way or another through future dealings. Presumably we all subscribe to this theory.



At any rate, a local gamer was selling this one for $5, and of course I picked it up. Tom Vasel had a high opinion of it (granted, it was years ago) and it seemed fun enough to try. This was one of those 'steal deals' that was very happy to have found! Not only is it fun to play, but it's fun and easy to teach.



In Basari, players place both their start marker and their token on the same spot to start the game. Each player is given a collection of gems and three action cards -- one with a die, one showing gems, and one showing numbers. The object of the game is to accrue victory points, and you do that buy moving to different spots on the board and using your action cards. The genius of this game is that when people are lying these cards down, there are certain 'hiccups' that occur if more than one lays down the same one (which they will frequently). If everyone lies down a different card, then everyone can take the action. If three or more people lay down the same card, no one can do anything. And if two people lay down the same card, there is a period of gem bartering to see who gets to take the action. This last option is what perhaps makes the game, as one of the main ways to accrue victory points is that at the end of the round the person who has the most of one color of gem gets points. So when you're bartering, you're really thinking about what gems the other person has, and how much you should be bartering to make sure you win/they lose. Of course, you also have to weigh the action and how much it is worth to you. Very, very cool.



Once you move around the board and back to your starting spot, the round ends and points are tallied for the gems. A round takes about 10 minutes, and there are three in all. It felt like the game ended right where it should have by the time it was done, and this was a 'learning game' in all respects. Truly awesome thinking and depth in a little package. By the end of the game, we were all quite pleased with how fun an activity it was, and was a great lead-in to an awesome gameday.



This is one of those games that perhaps received a bit of hype when it came out (Spiel des Jahres nominee, and rightly so) -- but one that could be lost in the shuffle in today's amazing assortment of available games. I encourage you to hunt up a copy and give it a run with your family and friends. It might cost you a bit more than five dollars, but I think you'll find it worth it."

Living Card Games a Winner for Fantasy Flight Games

Living Card Games a Winner for Fantasy Flight Games: "

In an interview with ICv2.com, Fantasy Flight Games’ VP of Marketing Communications Steve Horvath says that the publisher’s decision to convert the Call of Cthulhu and A Game of Thrones collectible card games to its “Living Card Games” format has paid off:


Sales are actually growing on those games where before they were in decline as a CCG.... They’re much stronger now as LCGs, yes. We’re also seeing a lot of international partners coming on board to print localized versions of the games when that was just not feasible as a CCG.





"

Review: David & Goliath:: An Absurd Review

Review: David & Goliath:: An Absurd Review: "

by absurdjohnny


David & Goliath







David & Goliath is a trick taking card game for 3-6 players.



Brief Overview



The amount of cards(15 per person) used in a game of David & Goliath depends on the amount of players. A round of David & Goliath plays like many other trick taking card games. The lead player starts with a card. The color of the card must be followed, unless a player does not have the color. In this case, any color can be played by that player. After all players have played a card, one player gets 1 card and another player gets the rest. The player who played the lowest numbered card(regardless of color) gets the highest numbered card. The person who played the highest numbered card(regardless of color) gets the rest. This continues until all cards are gone. The rounds played is the amount of players in the game(5 players= 5 rounds).



That's all there is to it?



Not quite. The trick to this game is in the scoring. After each round all players score their cards. If there are two or less cards of one color, then the numerical value on the cards or card is scored. If there are 3 or more cards of one color, then each card counts as one. This goes for every color.







While playing, what if 2 people have the highest or lowest numbered card?



The last card played that matches the highest numbered card is considered the highest numbered card. For example:



In a turn, if the highest numbered card is 15 and there are two 15 cards on the table, the person who played the last 15 has the highest numbered card.



This also goes for the lowest numbered card. For example:



In a turn, if the lowest numbered card is 3 and there are two 3 cards on the table, the person who played the last 3 has the lowest numbered card.



What happens if everyone plays the same numbered cards?



In this case, the last card played is the highest numbered card. The second to last card played is the lowest numbered card.







What's to like?



1 This game has very clever scoring. The two cards or less rule for scoring bigger points works really well.



2 The game is very simple.



3 This game is very easy to learn and teach. An easy to learn game with clever scoring usually makes for a good game.



4 David & Goliath plays differently depending on the amount of players. With 3 or 4 players, there are less cards the highest numbered card will take. With more players, the highest numbered card will take more cards, changing how people will play.



5 This is a decent family game. Especially for families that play cards, but haven't ventured out into other types of games. The gameplay will be easy enough to grasp, but the clever scoring will give them a different way of thinking during the game.



What's not to like?



1 It's out-of-print. It shouldn't be too hard to get one though.



2 The game is too long for a filler and too easy for a main course. Unless it's a family gaming night, this wouldn't be a game to plan a night around.



3 Playing well could frustrate some people. It is hard to play well and score a lot of points when playing this game for the first time.



Hmm...



This is a good game for what it is. An easy trick taking card game for the family. Although I don't mind bringing it out now and then, it hardly hits the table unless the family is around. It is a very clever game though and I do enjoy it whenever it gets played.



What to do now...



If the family is around and you want some clever trick taking action... Play it! thumbsup







All images are from the David & Goliath gallery."

Thursday, 4 March 2010

Game Overview:  Mystery Express from Days of Wonder

Game Overview: Mystery Express from Days of Wonder: "

By Ryan Bretsch


February 25, 2010



Designers: Antoine Bauza and Serge Laget


Artwork: Julien Delval


Publisher: Days of Wonder



Players: 3-5


Ages: 10+


Playing Time: 75 minutes


Rules Language: English / French / German



Mystery Express is the latest offering from Days of Wonder, a boardgame company located out Los Altos, California with offices in Paris, France. The premise of the game is based on a murder mystery, as you are working to “solve the case” as you travel by way of a well-known flagship train as it choo choo’s its way from Paris to Istanbul.



In this gaming mystery, Days of Wonder opts for a “period piece” set on the Orient Express, originally made famous by Agatha Christie as one of her best known Hercule Poirot mysteries. This is a superior move, as the romanticism behind the novel, the nostalgia of the time period and the luxury that this mythical train conjures up makes for an incomparable game setting and it becomes very easy for the players to slide into the interlude that the game creates.



Days of Wonder cements the mood of the game by calling up their secret weapon, artist Julien Delval, for the absolutely gorgeous artwork which does a very pleasing turn of inducing the rich opulence and understated indulgence that traveling in the appointments of the Orient Express wisps you away to. And Mr. Delval fits it quite properly into the art deco stylings of the era.

Mystery games take well to a great backstory…. as the best mysteries are almost always very character driven. Need examples? Nancy Drew, Sherlock Holmes, Encyclopedia Brown, Colonel Mustard, Hercule Poirot, Ms. Scarlet, and even Dr. Lucky just to name a few… And to this fabled list we can now add Contessa De Mirabella, Doctor Strauss, Archibald Mansard, Colonel MacDouglas and Miss Pransky. It is easy to speak to the care that Days of Wonder has built into the character development through the efforts put into the backstory and artwork. The characters truly look to be a foundational base for putting you in a proper frame of mind to take on the challenges of sleuthing in the narrow confines of the train coaches, lights flickering in the night, as the mystery caravan speeds towards its ultimate end destination. Overall, Days of Wonder hits all of the main story points with this boardgame and opens with a tremendous, well-liked theme that will appeal to a very broad audience.













A read through of rules indicates a boardgame that should be fairly easy to learn but doesn’t appear that it will have the *very easy* to understand simplicity of Days of Wonder’s best known release, “Ticket to Ride”. The rules complexity looks to be something more akin to “Mystery of the Abbey”, meaning that the prospective players will need to set aside at least some small investment of time to grasp all of the relevant rules. I qualify this by noting that reading rules online is a little different than being able to read the rulebook outright, as it is obviously a little more convenient to flip back and forth between the pages to find needed clarity. But the rules here do seem to be well laid out and it appears that Days of Wonder will be providing their usual quick start reference aids to make sure the game doesn’t get bogged down trying to find an important rule buried deep in the larger rulebook. It swiftly becomes cozy to imagine what it will be like to pull into the various train depots during this mystery journey. After starting in Paris, the aptly named Mystery Express will look to make stops in Strasbourg, Munich, Vienna and Budapest before finally finishing its landward journey in Istanbul. Each of these stops will entail a full game turn by all players to take specific actions in the attempt to find the culprit behind the terrible, yet delightful, crime.



I can’t fully get a sense of how this game will structurally flow just by reading the rules. We’ll know more once the game is in general release. I do know the game’s re-playability factor will be contingent on a smooth game experience where the deductive elements being made are judged to be productive. The primary balance of the game involves trying to find matches within sets of cards to deduce five separate elements of the crime. Those elements include investigating the suspect, their modus operandi, their motive, the physical location of the crime and finally, the time the crime happened. So there are a lot of elements to deduce here and I think that will be a lot of fun. Time, as an element of deduction, will be handled in a slightly more in-depth manner than the other elements of the crime, as triplets of cards are in play here, versus just pairs.



Each player will also have limited “time” between destination stops to choose various actions for trying to uncover clues. In other words, for each deductive action you make, it will cost you a certain amount of “time” to investigate. So managing your allotment of “investigative time” in the right way looks to be an important factor in conducting your investigation and adds another uniquely tactical level of complexity to the game. Each player will also have a special investigation power that they will be allowed to employ to seek to gain a strategic advantage. A key design appears to be offering the individual players choices and flexibility for the manner in which they seek to deduce the pairs of cards. Each train compartment of this rolling mystery procession contributes to introducing this deductive elasticity, as each car will allow for differing means of structuring investigative tactics taken during the game turn, with separate methods for deducing cards.



For instance, in the lounge car, you may specify an action where all players, except you, must show one card of the crime category of their choice to all of the other players. Meanwhile, in the sleeping car, you will have to guess which hand another player is holding a miniature bag in. If you guess correctly, you may randomly select one card from the hand of the player of your choice, with time consequences if you wind up guessing incorrectly. As stated earlier, each of these actions have a “cost”, measured in time spent against a given turn allotment.



As long has no one train car has a consistently decided advantage of tactics from other train cars, there should be a lot of explore here from a decision making standpoint. On its surface, Mystery Express seems to have sought an effective balance of being fun to play… while being plausibly interactive.













The game components look to be A+… with all of the bells and whistles (literally) which will help immerse you in the game experience. I particularly like the fact that each of the colorful resin game pieces has a nice level of detailed, individual characterization to it. Mystery Express looks to have all the makings of having an excellent “toy factor”, which adds considerable flavor to imagining yourself as a passenger of the Mystery Express, on a bohemian journey, investigating mysterious circumstances.



To sum up, I believe that Days of Wonder will have a triumph here, something akin to “Mystery of the Abbey”. The theme and immersion of the game would lend this to being an immediate “must-buy” on my shopping list..... and short of surprises in actual gameplay it will also resolutely look to make my holiday gift giving list for 2010, as well.



"